Roadmap

Here I show where the game stands. From top to bottom: what has already shipped, what I am building now and what comes next. I do not put dates on it: each part comes out when it is ready.

  • Shipped 0
  • In progress 0
  • Up next 19
  • On the horizon 5
  • Still thinking1 · things I have not decided yet

Updated on October 9, 2026

04 · Your company in the core

Up next · 1 item

You found a single company and start in a neutral core on the rim of the galaxy, with a settler's quota and time to learn. Every step toward the center takes longer and costs more, but the space there is richer and more dangerous.

  1. Up next · Industry

    A base that feeds itself

    The starter base makes the basics for itself: water, food, oxygen and fuel for the kit ship. Nothing is left over to sell, so trade starts with what you build next.

05 · Industry

Up next · 18 items

Production chains are long and expensive on purpose, so that working together pays off. Resources never run out, but the rich ones lie far away or on hostile worlds. Land is scarce, workers have needs and every machine wears out.

  1. Up next · Industry

    Bases on planets, moons and in orbit

    You build on rocky planets, moons, gas giants or orbital stations. Each building takes a share of the base's area, with no grid to fiddle with, and the environment decides the construction materials. The base screen shows tables and an illustrated plan of the site.

  2. Up next · Industry

    Base licenses

    Every new base needs a license paid in goods, and each license costs more than the last. Free accounts have at most 3 bases, and premium has no ceiling.

  3. Up next · Industry

    Land is scarce

    Every planet has a limited area, set by its size and relief. In unclaimed space, whoever arrives first takes it.

  4. Up next · Industry

    Prospecting in levels

    Resources only show up through prospecting, in three levels: an orbital scan shows which ones exist, a probe measures their grades and drilling on a plot finds the exact deposit and its yield. Each level produces a dated report issued by the game, which can be sold and resold. A deposit is set on the first survey and never changes after that.

  5. Up next · Industry

    Extraction that never runs out

    No deposit ever runs dry. Each one has a yield factor from 1 to 100, and the average factor rises the farther you get from the core and the closer to the center of the galaxy. Asteroids and belts are mined by ships, with no base.

  6. Up next · Industry

    Shared pools and concessions

    Every deposit has a low-yield common pool open to everyone. Rich deposits become exclusive concessions, and whoever leaves one idle loses it.

  7. Up next · Industry

    Hostile worlds pay more

    The harsher the planet, the richer it is. A volcanic world can hold ore with a factor of 50 to 100, plus a bonus of three to four times on top. In return, every worker needs extra life support, and buildings need special materials.

  8. Up next · Industry

    Flows and batches

    Extraction, farming and consumption run nonstop, and factories work in batches from a queue. A production order takes 1 to 12 hours in common cases and up to about a day in complex ones.

  9. Up next · Industry

    Construction sites

    Building takes time on an open site. Anyone can deliver materials under contract, and the work stays vulnerable until it is finished.

  10. Up next · Industry

    Realistic production chains

    Real elements and materials, with about 150 to 300 items and 5 to 8 steps from ore to finished goods. Common basic and intermediate recipes are free for everyone, and advanced ones need research, a blueprint or a license. There are about 40 to 80 building types, each one for a process.

  11. Up next · Industry

    The maker's mark

    Final items, the ones that do not go into other products, carry the mark of the company that made them. Tariffs and embargoes never look at where something was made, only at the trader's citizenship, the place and the border.

  12. Up next · Industry

    Nobody does it all alone

    Basic materials are close at hand everywhere. Intermediate and advanced goods need inputs from three or more different environments.

  13. Up next · Industry

    Workers in tiers

    Laborers, technicians, engineers, scientists and more, each tier with greater needs. They arrive when the base has housing and their needs are met. They earn no wages, they only consume.

  14. Up next · Industry

    Needs with substitutes

    Food, water, clothing, health and comfort are categories, and any product in the category will do. Variety earns a bonus.

  15. Up next · Industry

    Running out has consequences

    Without food, water, oxygen or fuel, things get worse in steps, with warnings: efficiency and morale drop, then people die. A ship without fuel drifts.

  16. Up next · Industry

    Wear and maintenance

    Buildings, structures and ships wear out, and upkeep is paid with goods that get used up. That keeps factories busy for good.

  17. Up next · Industry

    Growing costs more

    Every extra base, colony or production line adds an administrative cost that grows faster than the company.

  18. Up next · Industry

    Energy and byproducts

    Every base runs its own power grid, with plants that depend on the environment, such as solar, wind, geothermal or nuclear, and thermal plants that burn bought fuel. Without power, production stops. Recipes leave byproducts and waste, which can be useful or cost money to dispose of.

09 · Alpha

On the horizon · 1 item

Testers will play the economy in a universe that will be wiped afterwards. Free accounts and premium already exist at this stage, but the token does not. I will tune the game's balance based on how they play.

  1. On the horizon · Industry

    Renting out housing

    At first, workers live in their own base. Later, bases on the same planet will be able to rent housing to each other.

12 · Research and technology

On the horizon · 3 items

Research produces blueprints that belong to you. You can keep them secret or license them, known recipes get better versions and each nation protects patents under its own law.

  1. On the horizon · Industry

    Research produces blueprints

    Research moves forward with guaranteed progress and a chance of extra discoveries along the way. The result is a blueprint: you keep the original secret and sell licensed copies.

  2. On the horizon · Industry

    Advanced recipes

    Advanced recipes and more efficient versions unlock through research, a blueprint or a license. Items stay standardized, and only higher-technology items stand apart.

  3. On the horizon · Industry

    Robots

    Robots come from research and replace basic workers in some buildings. In return, they cost a lot in parts, upkeep and energy.

15 · Beyond

On the horizon · 1 item

What comes after launch and is already on my list: shortcuts across the galaxy, unions of nations, tools for those who build on top of the game and more to do in the universe.

  1. On the horizon · Industry

    Megaprojects

    Long-term builds that take many companies and a long time to finish.

    Still thinking

What never changes

  • One server for the whole world.
  • An eternal universe: it never resets.
  • No NPCs: players run everything.
  • Panels, not cockpits: you never fly anything.
  • Continuous real time: the universe never stops.
  • Only humans, a fictional galaxy, the far future.

How this roadmap changes

With every new version I come back and update this page: things move from Up next to In progress and then to Shipped. When I change my mind about something, it changes here too. Whatever is marked Still thinking is something I have not decided yet.

Want in now?

The foundation is already live, and I am building the rest in the open, in front of whoever plays. Download the current version →